User:DrakRoar/SSBU tumble hitstun

From SmashWiki, the Super Smash Bros. wiki
< User:DrakRoar
Revision as of 22:01, February 11, 2019 by DrakRoar (talk | contribs) (New Page: ''Note before reading: this page refers to this hitstun, and not hitlag which Nintendo thought was a brilliant idea to name hitstun.'' It's already known that [[tumble]...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

Note before reading: this page refers to this hitstun, and not hitlag which Nintendo thought was a brilliant idea to name hitstun.

It's already known that tumble hitstun has been decreased in Ultimate, but there's still no way to exactly determine it. The formula Ruben originally posted ended up being wrong, based on in-game testing from several people, and the real formula hasn't been found ever since, likely because it now seems to correlate to the also-undetermined balloon knockback.

For reference, and to have an idea of how much overall hitstun moves inflict in Ultimate at tumble percents while the formula is not discovered yet, I've made a table for the hitstun caused by Mario's up aerial (which has the same knockback as in Smash 4) on Marth (because he doesn't get the gravity boost) at various percents, and compared it to the hitstun it would cause in Smash 4, starting from where it first causes tumble and ending at the closest percent right before it KOs. The hitstun cancel windows for air dodging and aerials are included as well.

Target's percent Knockback Smash 4 Ultimate
Standard Airdodge Aerial Standard Airdodge Aerial
45% 80.853684 32 31
47% 82.644211 33 32
50% 85.33 34 32
53% 88.015789 35 33
56% 90.701579 36 33
59% 93.387368 37 34
61% 95.177895 38 34
64% 97.863684 39 34
67% 100.549474 40 35
70% 103.235263 41 40 41 35
72% 105.025789 42 40 42 36
75% 107.711579 43 40 43 36
78% 110.397368 44 40 44 37
81% 113.083158 45 40 45 37
83% 114.873684 46 40 45 37
86% 117.559474 47 40 45 37
89% 120.245263 48 40 45 38
92% 122.931053 49 40 45 38
95% 125.616842 50 40 45 38
98% 128.302632 51 40 45 39
100% 130.093158 52 40 45 39
117% 145.312632 58 40 47 41 40 41
126% 153.37 62 42 52 42 40 42
150% 174.856316 69 54 64 45 40 45
175% 197.237895 78 68 77 48 40 48

Conclusion

Hitstun decreases more compared to Smash 4 the higher the knockback inflicted is. This seems to be done not to intentionally worsen combos, but as a result of the balloon knockback (faster initial launch speed and decay as knockback increases); characters would be forced to fall for too long at high knockback values if hitstun was unchanged. Particularly harsh reductions also only happen at knockback where it's nearly impossible to combo characters either way, since they are sent too far; in other cases, the reduction is by only a few frames with hitstun canceling taken into account, which are easily compensated by characters' faster movement speeds (horizontal mobility, jumpsquat, and jump rising speed), lower landing lag, and decreased ending lag on some crucial combo moves.

Overall, while hitstun is lower, combos in Ultimate are not worse than in Smash 4; if anything, the severe nerfs to air dodges and increased overall damage (due to the 1v1 multiplier) grant more opportunities to set them up, and higher reward for doing so.